40 lines
1.4 KiB
GLSL
40 lines
1.4 KiB
GLSL
#version 450
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// Tonemap pass:HDR 线性颜色 → 显示空间。
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// 这是显示变换的显式建模(对齐 UE/Unity:HDR SceneColor → tonemapper → UI)。
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// ACES = Narkowicz 拟合(线性域映射到 [0,1]),可经 push constant 关闭
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// 退回纯 gamma(旧观感);bloom 等后处理在 HDR 域(Tonemap 之前)插 pass。
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layout(location = 0) in vec2 fragUV;
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layout(location = 0) out vec4 outColor;
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layout(set = 0, binding = 0) uniform sampler2D hdrImage;
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layout(set = 0, binding = 1) uniform sampler2D bloomImage;
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// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
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layout(push_constant) uniform PushConstants {
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float exposure; // 曝光系数
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float aces; // >0.5 启用 ACES 曲线,否则纯 gamma
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float bloomStrength; // bloom 叠加强度(0 = 关闭)
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float _pad0;
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} pc;
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vec3 acesFilm(vec3 x) {
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return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
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}
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void main() {
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// bloom 在 HDR 域叠加(半分辨率模糊图线性采样上采样)
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vec4 hdrTex = texture(hdrImage, fragUV);
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vec3 hdr = hdrTex.rgb + texture(bloomImage, fragUV).rgb * pc.bloomStrength;
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float alpha = hdrTex.a;
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hdr *= pc.exposure;
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vec3 mapped = (pc.aces > 0.5)
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? acesFilm(hdr)
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: clamp(hdr, 0.0, 1.0);
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outColor = vec4(pow(mapped, vec3(1.0 / 2.2)) * alpha, alpha);
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}
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